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Procedural Content Generation for C++ Game Development

You're reading from   Procedural Content Generation for C++ Game Development Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785886713
Length 304 pages
Edition 1st Edition
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Author (1):
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Dale Green Dale Green
Author Profile Icon Dale Green
Dale Green
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Table of Contents (13) Chapters Close

Preface 1. An Introduction to Procedural Generation FREE CHAPTER 2. Project Setup and Breakdown 3. Using RNG with C++ Data Types 4. Procedurally Populating Game Environments 5. Creating Unique and Randomized Game Objects 6. Procedurally Generating Art 7. Procedurally Modifying Audio 8. Procedural Behavior and Mechanics 9. Procedural Dungeon Generation 10. Component-Based Architecture 11. Epilogue Index

Summary

In this chapter we took a good look at component-based architecture, including the major benefits that it brings when creating procedural systems and how it can be achieved through the use of templates. The approach outlined in this chapter is just one of many possible implementations so I encourage you to experiment with different methods. Its plug-and-play nature makes it very flexible, which is an important trait that we look for when creating procedural systems.

In the next chapter, we're going to take a retrospective look at the project and the topics that we covered as we reach the end of the book. For each area of procedural generation that we've used, we'll also identify some jumping-off points should you wish to explore the topic in more depth.

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